/*
 * Copyright (C) 2007 The Android Open Source Project
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *      http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

package com.yay.easter.graphics;

import java.io.IOException;
import java.io.InputStream;

import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;

import com.yay.easter.R;
import com.yay.easter.R.drawable;

import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.GLSurfaceView;
import android.opengl.GLUtils;


/**
 * Render a pair of tumbling cubes.
 */

class EggRenderer implements GLSurfaceView.Renderer {
    public EggRenderer(Context context, boolean useTranslucentBackground) {
        mContext = context;
    	mTranslucentBackground = useTranslucentBackground;
        mFigure = new Ellipse(0,0,0,1,4);
    }

    public void onDrawFrame(GL10 gl) {
    	 gl.glDisable(GL10.GL_DITHER);

         gl.glTexEnvx(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_MODULATE);

        /*
         * Usually, the first thing one might want to do is to clear
         * the screen. The most efficient way of doing this is to use
         * glClear().
         */
    	//gl.glClearColor(mRed, mGreen, mBlue, 1.0f);
    	gl.glClearColor(0f, 1.0f, 0f, 1.0f);
    	gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);

        /*
         * Now we're ready to draw some 3D objects
         */

        gl.glMatrixMode(GL10.GL_MODELVIEW);
        gl.glLoadIdentity();
        gl.glTranslatef(0, 0, -3.0f);
        gl.glRotatef(mAngleX, 0, 1, 0);
        gl.glRotatef(mAngleY, 1, 0, 0);        
        
        gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
        //gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
        gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);

        gl.glActiveTexture(GL10.GL_TEXTURE0);
        gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureID);
        gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT);
        gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT);
        
        //drawTexture();
        
        mFigure.draw(gl);
        
        //gl.glRotatef(mAngleX*2.0f, 0, 1, 1);
        //gl.glTranslatef(0.5f, 0.5f, 0.5f);
        //mCube.draw(gl);
        mAngleX += 1.2f;
    }

    public void onSurfaceChanged(GL10 gl, int width, int height) {
         gl.glViewport(1,1,width,height);

         /*
          * Set our projection matrix. This doesn't have to be done
          * each time we draw, but usually a new projection needs to
          * be set when the viewport is resized.
          */

         float ratio = (float) width / height;
         gl.glMatrixMode(GL10.GL_PROJECTION);
         gl.glLoadIdentity();
         gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);
    }

    public void onSurfaceCreated(GL10 gl, EGLConfig config) {
    	/*
         * By default, OpenGL enables features that improve quality
         * but reduce performance. One might want to tweak that
         * especially on software renderer.
         */
        gl.glDisable(GL10.GL_DITHER);

        /*
         * Some one-time OpenGL initialization can be made here
         * probably based on features of this particular context
         */
         gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);

         if (mTranslucentBackground) {
             gl.glClearColor(0,0,0,0);
         } else {
             gl.glClearColor(1,1,1,1);
         }
         gl.glEnable(GL10.GL_CULL_FACE);
         gl.glShadeModel(GL10.GL_SMOOTH);
         gl.glEnable(GL10.GL_DEPTH_TEST);
         
         gl.glEnable(GL10.GL_TEXTURE_2D);

         int[] textures = new int[1];
         gl.glGenTextures(1, textures, 0);

         mTextureID = textures[0];
         gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureID);

         gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST);
         gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
         gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE);
         gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE);
         gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_REPLACE);

         //drawTexture();
    }
    
    private void drawTexture() {
    	if(isDirty) {
    		isDirty = false;
    		InputStream is = mContext.getResources().openRawResource(mTexture);
	        Bitmap bitmap;
	        try {
	            bitmap = BitmapFactory.decodeStream(is);
	        } finally {
	            try {
	                is.close();
	            } catch(IOException e) {
	                // Ignore.
	            }
	        }
	        GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);
	        bitmap.recycle();
    	}
    }
    
    public void setColor(float r, float g, float b) {
        mRed = r;
        mGreen = g;
        mBlue = b;
    }
    
    public void setTexture(int texture) {
    	mTexture = texture;
    	isDirty = true;
    }
    
    private float mRed;
    private float mGreen;
    private float mBlue;
    
    private Context mContext;
    private boolean mTranslucentBackground;
    private Figure mFigure;
    public float mAngleX;
    public float mAngleY;
    private int mTextureID;
    private int mTexture = R.drawable.t1;
    private boolean isDirty;
}
